I probably can't answer this, but I can ask a few leading questions that might get you closer to your answer.

1) What are you using to do your graphics? (Java2D, LWJGL, JOGL, Slick2D, LibGDX, etc.)2) Are you asking, specifically, about rotating the tile image for a single tile (Meaning using the unrotated image for other tiles)?

I probably can't answer this, but I can ask a few leading questions that might get you closer to your answer.

1) What are you using to do your graphics? (Java2D, LWJGL, JOGL, Slick2D, LibGDX, etc.)2) Are you asking, specifically, about rotating the tile image for a single tile (Meaning using the unrotated image for other tiles)?

Good point.I'm using the standard LWJGL/Slick Util set upAnd I mean rotating a single tile, not the rest

glPushMatrix saves the current state of the opengl matrix and glPopMatrix restores the state. So to prevent your rotation from affecting the rest of the opengl code you should put a call to glPushMatrix before your rotation and a call to glPopMatrix after the rotation.

Yup. I think so. Because rotating the matrix needs to do some sin() and cos() calls, which could take some time. Where glPushMatrix() and glPopMatrix() only have to do with memory allocation and things like that

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